mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
781 lines
22 KiB
C++
781 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/physics/playerControllerComponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "core/stream/fileStream.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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#include "ts/tsShapeInstance.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/engineAPI.h"
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#include "lighting/lightQuery.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "collision/collision.h"
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#include "T3D/physics/physicsPlayer.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/components/collision/collisionInterfaces.h"
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#include "T3D/trigger.h"
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#include "T3D/components/collision/collisionTrigger.h"
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// Movement constants
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static F32 sVerticalStepDot = 0.173f; // 80
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static F32 sMinFaceDistance = 0.01f;
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static F32 sTractionDistance = 0.04f;
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static F32 sNormalElasticity = 0.01f;
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static U32 sMoveRetryCount = 5;
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static F32 sMaxImpulseVelocity = 200.0f;
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//////////////////////////////////////////////////////////////////////////
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// Callbacks
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IMPLEMENT_CALLBACK(PlayerControllerComponent, updateMove, void, (PlayerControllerComponent* obj), (obj),
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"Called when the player updates it's movement, only called if object is set to callback in script(doUpdateMove).\n"
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"@param obj the Player object\n");
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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PlayerControllerComponent::PlayerControllerComponent() : Component()
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{
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addComponentField("isStatic", "If enabled, object will not simulate physics", "bool", "0", "");
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addComponentField("gravity", "The direction of gravity affecting this object, as a vector", "vector", "0 0 -9", "");
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addComponentField("drag", "The drag coefficient that constantly affects the object", "float", "0.7", "");
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addComponentField("mass", "The mass of the object", "float", "1", "");
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mBuoyancy = 0.f;
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mFriction = 0.3f;
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mElasticity = 0.4f;
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mMaxVelocity = 3000.f;
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mVelocity = VectorF::Zero;
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mContactTimer = 0;
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mSticky = false;
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mFalling = false;
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mSwimming = false;
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mInWater = false;
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mDelta.pos = mDelta.posVec = Point3F::Zero;
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mDelta.warpTicks = mDelta.warpCount = 0;
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mDelta.rot[0].identity();
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mDelta.rot[1].identity();
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mDelta.dt = 1;
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mUseDirectMoveInput = false;
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mFriendlyName = "Player Controller";
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mComponentType = "Physics";
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mDescription = getDescriptionText("A general-purpose physics player controller.");
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//mNetFlags.set(Ghostable | ScopeAlways);
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mMass = 9.0f; // from ShapeBase
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mDrag = 1.0f; // from ShapeBase
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maxStepHeight = 1.0f;
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moveSurfaceAngle = 60.0f;
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contactSurfaceAngle = 85.0f;
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fallingSpeedThreshold = -10.0f;
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horizMaxSpeed = 80.0f;
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horizMaxAccel = 100.0f;
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horizResistSpeed = 38.0f;
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horizResistFactor = 1.0f;
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upMaxSpeed = 80.0f;
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upMaxAccel = 100.0f;
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upResistSpeed = 38.0f;
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upResistFactor = 1.0f;
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// Air control
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airControl = 0.0f;
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//Grav mod
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mGravityMod = 1;
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mInputVelocity = Point3F(0, 0, 0);
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mPhysicsRep = nullptr;
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mPhysicsWorld = nullptr;
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mOwnerCollisionInterface = nullptr;
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mIntegrationCount = 0;
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}
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PlayerControllerComponent::~PlayerControllerComponent()
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{
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for (S32 i = 0; i < mFields.size(); ++i)
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{
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ComponentField &field = mFields[i];
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SAFE_DELETE_ARRAY(field.mFieldDescription);
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}
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SAFE_DELETE_ARRAY(mDescription);
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}
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IMPLEMENT_CO_NETOBJECT_V1(PlayerControllerComponent);
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//////////////////////////////////////////////////////////////////////////
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bool PlayerControllerComponent::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void PlayerControllerComponent::onRemove()
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{
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Parent::onRemove();
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SAFE_DELETE(mPhysicsRep);
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}
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void PlayerControllerComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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updatePhysics();
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}
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void PlayerControllerComponent::componentAddedToOwner(Component *comp)
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{
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if (comp->getId() == getId())
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return;
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//test if this is a shape component!
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CollisionInterface *collisionInterface = dynamic_cast<CollisionInterface*>(comp);
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if (collisionInterface)
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{
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collisionInterface->onCollisionChanged.notify(this, &PlayerControllerComponent::updatePhysics);
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mOwnerCollisionInterface = collisionInterface;
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updatePhysics();
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}
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}
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void PlayerControllerComponent::componentRemovedFromOwner(Component *comp)
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{
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if (comp->getId() == getId()) //?????????
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return;
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//test if this is a shape component!
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CollisionInterface *collisionInterface = dynamic_cast<CollisionInterface*>(comp);
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if (collisionInterface)
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{
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collisionInterface->onCollisionChanged.remove(this, &PlayerControllerComponent::updatePhysics);
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mOwnerCollisionInterface = NULL;
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updatePhysics();
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}
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}
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void PlayerControllerComponent::updatePhysics(PhysicsCollision *collision)
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{
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if (!PHYSICSMGR)
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return;
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mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
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//first, clear the old physRep
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SAFE_DELETE(mPhysicsRep);
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mPhysicsRep = PHYSICSMGR->createPlayer();
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F32 runSurfaceCos = mCos(mDegToRad(moveSurfaceAngle));
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Point3F ownerBounds = mOwner->getObjBox().getExtents() * mOwner->getScale();
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mPhysicsRep->init("", ownerBounds, runSurfaceCos, maxStepHeight, mOwner, mPhysicsWorld);
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mPhysicsRep->setTransform(mOwner->getTransform());
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}
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void PlayerControllerComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addField("inputVelocity", TypePoint3F, Offset(mInputVelocity, PlayerControllerComponent), "");
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addField("useDirectMoveInput", TypePoint3F, Offset(mUseDirectMoveInput, PlayerControllerComponent), "");
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}
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U32 PlayerControllerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 retMask = Parent::packUpdate(con, mask, stream);
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return retMask;
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}
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void PlayerControllerComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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}
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//
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void PlayerControllerComponent::processTick()
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{
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Parent::processTick();
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if (!isServerObject() || !isActive())
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return;
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// Warp to catch up to server
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if (mDelta.warpCount < mDelta.warpTicks)
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{
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mDelta.warpCount++;
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// Set new pos.
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mDelta.pos = mOwner->getPosition();
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mDelta.pos += mDelta.warpOffset;
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mDelta.rot[0] = mDelta.rot[1];
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mDelta.rot[1].interpolate(mDelta.warpRot[0], mDelta.warpRot[1], F32(mDelta.warpCount) / mDelta.warpTicks);
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MatrixF trans;
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mDelta.rot[1].setMatrix(&trans);
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trans.setPosition(mDelta.pos);
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mOwner->setTransform(trans);
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// Pos backstepping
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mDelta.posVec.x = -mDelta.warpOffset.x;
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mDelta.posVec.y = -mDelta.warpOffset.y;
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mDelta.posVec.z = -mDelta.warpOffset.z;
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}
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else
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{
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// Save current rigid state interpolation
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mDelta.posVec = mOwner->getPosition();
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mDelta.rot[0] = mOwner->getTransform();
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updateMove();
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updatePos(TickSec);
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// Wrap up interpolation info
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mDelta.pos = mOwner->getPosition();
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mDelta.posVec -= mOwner->getPosition();
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mDelta.rot[1] = mOwner->getTransform();
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// Update container database
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setTransform(mOwner->getTransform());
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setMaskBits(VelocityMask);
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setMaskBits(PositionMask);
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}
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}
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void PlayerControllerComponent::interpolateTick(F32 dt)
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{
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}
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void PlayerControllerComponent::ownerTransformSet(MatrixF *mat)
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{
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if (mPhysicsRep)
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mPhysicsRep->setTransform(mOwner->getTransform());
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}
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void PlayerControllerComponent::setTransform(const MatrixF& mat)
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{
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mOwner->setTransform(mat);
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setMaskBits(UpdateMask);
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}
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//
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void PlayerControllerComponent::updateMove()
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{
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if (!PHYSICSMGR)
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return;
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Move *move = &mOwner->lastMove;
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//If we're not set to use mUseDirectMoveInput, then we allow for an override in the form of mInputVelocity
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if (!mUseDirectMoveInput)
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{
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move->x = mInputVelocity.x;
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move->y = mInputVelocity.y;
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move->z = mInputVelocity.z;
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}
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// Is waterCoverage high enough to be 'swimming'?
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{
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bool swimming = mOwner->getContainerInfo().waterCoverage > 0.65f/* && canSwim()*/;
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if (swimming != mSwimming)
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{
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mSwimming = swimming;
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}
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}
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// Update current orientation
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bool doStandardMove = true;
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GameConnection* con = mOwner->getControllingClient();
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MatrixF zRot;
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zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
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// Desired move direction & speed
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VectorF moveVec;
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F32 moveSpeed = mInputVelocity.len();
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zRot.getColumn(0, &moveVec);
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moveVec *= move->x;
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VectorF tv;
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zRot.getColumn(1, &tv);
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moveVec += tv * move->y;
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// Acceleration due to gravity
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VectorF acc(mPhysicsWorld->getGravity() * mGravityMod * TickSec);
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// Determine ground contact normal. Only look for contacts if
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// we can move and aren't mounted.
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mContactInfo.contactNormal = VectorF::Zero;
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mContactInfo.jump = false;
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mContactInfo.run = false;
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bool jumpSurface = false, runSurface = false;
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if (!mOwner->isMounted())
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findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
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if (mContactInfo.jump)
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mJumpSurfaceNormal = mContactInfo.contactNormal;
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// If we don't have a runSurface but we do have a contactNormal,
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// then we are standing on something that is too steep.
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// Deflect the force of gravity by the normal so we slide.
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// We could also try aligning it to the runSurface instead,
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// but this seems to work well.
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if (!mContactInfo.run && !mContactInfo.contactNormal.isZero())
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acc = (acc - 2 * mContactInfo.contactNormal * mDot(acc, mContactInfo.contactNormal));
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// Acceleration on run surface
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if (mContactInfo.run && !mSwimming)
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{
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mContactTimer = 0;
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VectorF pv = moveVec;
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// Adjust the player's requested dir. to be parallel
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// to the contact surface.
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F32 pvl = pv.len();
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// Convert to acceleration
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if (pvl)
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pv *= moveSpeed / pvl;
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VectorF runAcc = pv - (mVelocity + acc);
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F32 runSpeed = runAcc.len();
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// Clamp acceleration, player also accelerates faster when
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// in his hard landing recover state.
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F32 maxAcc;
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maxAcc = (horizMaxAccel / mMass) * TickSec;
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if (runSpeed > maxAcc)
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runAcc *= maxAcc / runSpeed;
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acc += runAcc;
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}
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else if (!mSwimming && airControl > 0.0f)
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{
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VectorF pv;
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pv = moveVec;
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F32 pvl = pv.len();
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if (pvl)
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pv *= moveSpeed / pvl;
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VectorF runAcc = pv - (mVelocity + acc);
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runAcc.z = 0;
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runAcc.x = runAcc.x * airControl;
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runAcc.y = runAcc.y * airControl;
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F32 runSpeed = runAcc.len();
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// We don't test for sprinting when performing air control
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F32 maxAcc = (horizMaxAccel / mMass) * TickSec * 0.3f;
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if (runSpeed > maxAcc)
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runAcc *= maxAcc / runSpeed;
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acc += runAcc;
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// There are no special air control animations
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// so... increment this unless you really want to
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// play the run anims in the air.
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mContactTimer++;
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}
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else if (mSwimming)
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{
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// Remove acc into contact surface (should only be gravity)
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// Clear out floating point acc errors, this will allow
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// the player to "rest" on the ground.
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F32 vd = -mDot(acc, mContactInfo.contactNormal);
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if (vd > 0.0f)
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{
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VectorF dv = mContactInfo.contactNormal * (vd + 0.002f);
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acc += dv;
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if (acc.len() < 0.0001f)
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acc.set(0.0f, 0.0f, 0.0f);
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}
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// get the head pitch and add it to the moveVec
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// This more accurate swim vector calc comes from Matt Fairfax
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MatrixF xRot, zRot;
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xRot.set(EulerF(mOwner->getRotation().asEulerF().x, 0, 0));
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zRot.set(EulerF(0, 0, mOwner->getRotation().asEulerF().z));
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MatrixF rot;
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rot.mul(zRot, xRot);
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rot.getColumn(0, &moveVec);
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moveVec *= move->x;
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VectorF tv;
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rot.getColumn(1, &tv);
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moveVec += tv * move->y;
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rot.getColumn(2, &tv);
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moveVec += tv * move->z;
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// Force a 0 move if there is no energy, and only drain
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// move energy if we're moving.
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VectorF swimVec = moveVec;
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// If we are swimming but close enough to the shore/ground
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// we can still have a surface-normal. In this case align the
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// velocity to the normal to make getting out of water easier.
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moveVec.normalize();
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F32 isSwimUp = mDot(moveVec, mContactInfo.contactNormal);
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if (!mContactInfo.contactNormal.isZero() && isSwimUp < 0.1f)
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{
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F32 pvl = swimVec.len();
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if (pvl)
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{
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VectorF nn;
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mCross(swimVec, VectorF(0.0f, 0.0f, 1.0f), &nn);
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nn *= 1.0f / pvl;
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VectorF cv = mContactInfo.contactNormal;
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cv -= nn * mDot(nn, cv);
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swimVec -= cv * mDot(swimVec, cv);
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}
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}
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F32 swimVecLen = swimVec.len();
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// Convert to acceleration.
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if (swimVecLen)
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swimVec *= moveSpeed / swimVecLen;
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VectorF swimAcc = swimVec - (mVelocity + acc);
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F32 swimSpeed = swimAcc.len();
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// Clamp acceleration.
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F32 maxAcc = (horizMaxAccel / mMass) * TickSec;
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if (swimSpeed > maxAcc)
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swimAcc *= maxAcc / swimSpeed;
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acc += swimAcc;
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mContactTimer++;
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}
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else
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mContactTimer++;
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// Add in force from physical zones...
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acc += (mOwner->getContainerInfo().appliedForce / mMass) * TickSec;
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// Adjust velocity with all the move & gravity acceleration
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// TG: I forgot why doesn't the TickSec multiply happen here...
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mVelocity += acc;
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// apply horizontal air resistance
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F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
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if (hvel > horizResistSpeed)
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{
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F32 speedCap = hvel;
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if (speedCap > horizMaxSpeed)
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speedCap = horizMaxSpeed;
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speedCap -= horizResistFactor * TickSec * (speedCap - horizResistSpeed);
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F32 scale = speedCap / hvel;
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mVelocity.x *= scale;
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mVelocity.y *= scale;
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}
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if (mVelocity.z > upResistSpeed)
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{
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if (mVelocity.z > upMaxSpeed)
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mVelocity.z = upMaxSpeed;
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mVelocity.z -= upResistFactor * TickSec * (mVelocity.z - upResistSpeed);
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}
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// Apply drag
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mVelocity -= mVelocity * mDrag * TickSec;
|
|
|
|
// Clamp very small velocity to zero
|
|
if (mVelocity.isZero())
|
|
mVelocity = Point3F::Zero;
|
|
|
|
// If we are not touching anything and have sufficient -z vel,
|
|
// we are falling.
|
|
if (mContactInfo.run)
|
|
{
|
|
mFalling = false;
|
|
}
|
|
else
|
|
{
|
|
VectorF vel;
|
|
mOwner->getWorldToObj().mulV(mVelocity, &vel);
|
|
mFalling = vel.z < fallingSpeedThreshold;
|
|
}
|
|
|
|
// Enter/Leave Liquid
|
|
if (!mInWater && mOwner->getContainerInfo().waterCoverage > 0.0f)
|
|
{
|
|
mInWater = true;
|
|
}
|
|
else if (mInWater && mOwner->getContainerInfo().waterCoverage <= 0.0f)
|
|
{
|
|
mInWater = false;
|
|
}
|
|
}
|
|
|
|
void PlayerControllerComponent::updatePos(const F32 travelTime)
|
|
{
|
|
if (!PHYSICSMGR)
|
|
return;
|
|
|
|
PROFILE_SCOPE(PlayerControllerComponent_UpdatePos);
|
|
|
|
Point3F newPos;
|
|
|
|
Collision col;
|
|
dMemset(&col, 0, sizeof(col));
|
|
|
|
static CollisionList collisionList;
|
|
collisionList.clear();
|
|
|
|
newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
|
|
|
|
bool haveCollisions = false;
|
|
bool wasFalling = mFalling;
|
|
if (collisionList.getCount() > 0)
|
|
{
|
|
mFalling = false;
|
|
haveCollisions = true;
|
|
|
|
//TODO: clean this up so the phys component doesn't have to tell the col interface to do this
|
|
CollisionInterface* colInterface = mOwner->getComponent<CollisionInterface>();
|
|
if (colInterface)
|
|
{
|
|
colInterface->handleCollisionList(collisionList, mVelocity);
|
|
}
|
|
}
|
|
|
|
if (haveCollisions)
|
|
{
|
|
// Pick the collision that most closely matches our direction
|
|
VectorF velNormal = mVelocity;
|
|
velNormal.normalizeSafe();
|
|
const Collision *collision = &collisionList[0];
|
|
F32 collisionDot = mDot(velNormal, collision->normal);
|
|
const Collision *cp = collision + 1;
|
|
const Collision *ep = collision + collisionList.getCount();
|
|
for (; cp != ep; cp++)
|
|
{
|
|
F32 dp = mDot(velNormal, cp->normal);
|
|
if (dp < collisionDot)
|
|
{
|
|
collisionDot = dp;
|
|
collision = cp;
|
|
}
|
|
}
|
|
|
|
// Modify our velocity based on collisions
|
|
for (U32 i = 0; i<collisionList.getCount(); ++i)
|
|
{
|
|
F32 bd = -mDot(mVelocity, collisionList[i].normal);
|
|
VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
|
|
mVelocity += dv;
|
|
}
|
|
|
|
// Store the last collision for use later on. The handle collision
|
|
// code only expects a single collision object.
|
|
if (collisionList.getCount() > 0)
|
|
col = collisionList[collisionList.getCount() - 1];
|
|
|
|
// We'll handle any player-to-player collision, and the last collision
|
|
// with other obejct types.
|
|
for (U32 i = 0; i<collisionList.getCount(); ++i)
|
|
{
|
|
Collision& colCheck = collisionList[i];
|
|
if (colCheck.object)
|
|
{
|
|
col = colCheck;
|
|
}
|
|
}
|
|
}
|
|
|
|
MatrixF newMat;
|
|
newMat.setPosition(newPos);
|
|
mPhysicsRep->setTransform(newMat);
|
|
|
|
mOwner->setPosition(newPos);
|
|
}
|
|
|
|
//
|
|
void PlayerControllerComponent::setVelocity(const VectorF& vel)
|
|
{
|
|
mVelocity = vel;
|
|
|
|
// Clamp against the maximum velocity.
|
|
if (mMaxVelocity > 0)
|
|
{
|
|
F32 len = mVelocity.magnitudeSafe();
|
|
if (len > mMaxVelocity)
|
|
{
|
|
Point3F excess = mVelocity * (1.0f - (mMaxVelocity / len));
|
|
mVelocity -= excess;
|
|
}
|
|
}
|
|
|
|
setMaskBits(VelocityMask);
|
|
}
|
|
|
|
void PlayerControllerComponent::findContact(bool *run, bool *jump, VectorF *contactNormal)
|
|
{
|
|
SceneObject *contactObject = NULL;
|
|
|
|
Vector<SceneObject*> overlapObjects;
|
|
|
|
mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects);
|
|
|
|
F32 vd = (*contactNormal).z;
|
|
*run = vd > mCos(mDegToRad(moveSurfaceAngle));
|
|
*jump = vd > mCos(mDegToRad(contactSurfaceAngle));
|
|
|
|
// Check for triggers
|
|
for (U32 i = 0; i < overlapObjects.size(); i++)
|
|
{
|
|
SceneObject *obj = overlapObjects[i];
|
|
U32 objectMask = obj->getTypeMask();
|
|
|
|
// Check: triggers, corpses and items...
|
|
//
|
|
if (objectMask & TriggerObjectType)
|
|
{
|
|
if (Trigger* pTrigger = dynamic_cast<Trigger*>(obj))
|
|
{
|
|
pTrigger->potentialEnterObject(mOwner);
|
|
}
|
|
else if (CollisionTrigger* pTriggerEx = dynamic_cast<CollisionTrigger*>(obj))
|
|
{
|
|
if (pTriggerEx)
|
|
pTriggerEx->potentialEnterObject(mOwner);
|
|
}
|
|
//Add any other custom classes and the sort here that should be filtered against
|
|
/*else if (TriggerExample* pTriggerEx = dynamic_cast<TriggerExample*>(obj))
|
|
{
|
|
if (pTriggerEx)
|
|
pTriggerEx->potentialEnterObject(mOwner);
|
|
}*/
|
|
}
|
|
}
|
|
|
|
mContactInfo.contacted = contactObject != NULL;
|
|
mContactInfo.contactObject = contactObject;
|
|
|
|
if (mContactInfo.contacted)
|
|
mContactInfo.contactNormal = *contactNormal;
|
|
}
|
|
|
|
void PlayerControllerComponent::applyImpulse(const Point3F &pos, const VectorF &vec)
|
|
{
|
|
|
|
AssertFatal(!mIsNaN(vec), "Player::applyImpulse() - The vector is NaN!");
|
|
|
|
// Players ignore angular velocity
|
|
VectorF vel;
|
|
vel.x = vec.x / getMass();
|
|
vel.y = vec.y / getMass();
|
|
vel.z = vec.z / getMass();
|
|
|
|
// Make sure the impulse isn't too bigg
|
|
F32 len = vel.magnitudeSafe();
|
|
if (len > sMaxImpulseVelocity)
|
|
{
|
|
Point3F excess = vel * (1.0f - (sMaxImpulseVelocity / len));
|
|
vel -= excess;
|
|
}
|
|
|
|
setVelocity(mVelocity + vel);
|
|
}
|
|
|
|
DefineEngineMethod(PlayerControllerComponent, applyImpulse, bool, (Point3F pos, VectorF vel), ,
|
|
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
|
|
|
|
"@param pos impulse world position\n"
|
|
"@param vel impulse velocity (impulse force F = m * v)\n"
|
|
"@return Always true\n"
|
|
|
|
"@note Not all objects that derrive from GameBase have this defined.\n")
|
|
{
|
|
object->applyImpulse(pos, vel);
|
|
return true;
|
|
}
|
|
|
|
DefineEngineMethod(PlayerControllerComponent, getContactNormal, Point3F, (), ,
|
|
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
|
|
|
|
"@param pos impulse world position\n"
|
|
"@param vel impulse velocity (impulse force F = m * v)\n"
|
|
"@return Always true\n"
|
|
|
|
"@note Not all objects that derrive from GameBase have this defined.\n")
|
|
{
|
|
return object->getContactNormal();
|
|
}
|
|
|
|
DefineEngineMethod(PlayerControllerComponent, getContactObject, SceneObject*, (), ,
|
|
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
|
|
|
|
"@param pos impulse world position\n"
|
|
"@param vel impulse velocity (impulse force F = m * v)\n"
|
|
"@return Always true\n"
|
|
|
|
"@note Not all objects that derrive from GameBase have this defined.\n")
|
|
{
|
|
return object->getContactObject();
|
|
}
|
|
|
|
DefineEngineMethod(PlayerControllerComponent, isContacted, bool, (), ,
|
|
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
|
|
|
|
"@param pos impulse world position\n"
|
|
"@param vel impulse velocity (impulse force F = m * v)\n"
|
|
"@return Always true\n"
|
|
|
|
"@note Not all objects that derrive from GameBase have this defined.\n")
|
|
{
|
|
return object->isContacted();
|
|
} |